2 * $Logfile: /Freespace2/code/Network/Multi.cpp $
7 * C file that contains high-level multiplayer functions
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 47 9/15/99 1:45a Dave
15 * Don't init joystick on standalone. Fixed campaign mode on standalone.
16 * Fixed no-score-report problem in TvT
18 * 46 8/24/99 1:49a Dave
19 * Fixed client-side afterburner stuttering. Added checkbox for no version
20 * checking on PXO join. Made button info passing more friendly between
23 * 45 8/22/99 5:53p Dave
24 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
25 * instead of ship designations for multiplayer players.
27 * 44 8/22/99 1:19p Dave
28 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
29 * which d3d cards are detected.
31 * 43 8/19/99 10:59a Dave
32 * Packet loss detection.
34 * 42 8/16/99 4:05p Dave
35 * Big honking checkin.
37 * 41 8/06/99 12:34a Dave
38 * Be more careful about resetting timestamps.
40 * 40 8/04/99 2:24a Dave
41 * Fixed escort gauge ordering for dogfight.
43 * 39 7/26/99 5:50p Dave
44 * Revised ingame join. Better? We'll see....
46 * 38 7/08/99 10:53a Dave
47 * New multiplayer interpolation scheme. Not 100% done yet, but still
48 * better than the old way.
50 * 37 7/06/99 4:24p Dave
51 * Mid-level checkin. Starting on some potentially cool multiplayer
54 * 36 7/03/99 5:50p Dave
55 * Make rotated bitmaps draw properly in padlock views.
57 * 35 6/21/99 7:24p Dave
58 * netplayer pain packet. Added type E unmoving beams.
60 * 34 6/07/99 9:51p Dave
61 * Consolidated all multiplayer ports into one.
63 * 33 6/04/99 9:52a Dave
64 * Fixed some rendering problems.
66 * 32 5/22/99 6:05p Dave
67 * Fixed a few localization # problems.
69 * 31 5/22/99 5:35p Dave
70 * Debrief and chatbox screens. Fixed small hi-res HUD bug.
72 * 30 5/14/99 1:59p Andsager
73 * Multiplayer message for subsystem cargo revealed.
75 * 29 4/29/99 2:29p Dave
76 * Made flak work much better in multiplayer.
78 * 28 4/28/99 11:13p Dave
79 * Temporary checkin of artillery code.
81 * 27 4/25/99 7:43p Dave
82 * Misc small bug fixes. Made sun draw properly.
84 * 26 4/25/99 3:02p Dave
85 * Build defines for the E3 build.
87 * 25 4/12/99 10:07p Dave
88 * Made network startup more forgiving. Added checkmarks to dogfight
89 * screen for players who hit commit.
91 * 24 4/09/99 2:21p Dave
92 * Multiplayer beta stuff. CD checking.
94 * 23 3/19/99 9:51a Dave
95 * Checkin to repair massive source safe crash. Also added support for
96 * pof-style nebulae, and some new weapons code.
98 * 23 3/11/99 5:53p Dave
99 * More network optimization. Spliced in Dell OEM planet bitmap crap.
101 * 22 3/10/99 6:50p Dave
102 * Changed the way we buffer packets for all clients. Optimized turret
103 * fired packets. Did some weapon firing optimizations.
105 * 21 3/09/99 6:24p Dave
106 * More work on object update revamping. Identified several sources of
107 * unnecessary bandwidth.
109 * 20 3/08/99 7:03p Dave
110 * First run of new object update system. Looks very promising.
112 * 19 3/02/99 4:40p Jasons
113 * Be more careful when calling server-lost-contact popup (make sure other
114 * popups aren't active)
116 * 18 3/01/99 7:39p Dave
117 * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
118 * don't mix respawn points.
120 * 17 2/23/99 2:29p Dave
121 * First run of oldschool dogfight mode.
123 * 16 2/19/99 2:55p Dave
124 * Temporary checking to report the winner of a squad war match.
126 * 15 2/17/99 2:10p Dave
127 * First full run of squad war. All freespace and tracker side stuff
130 * 14 2/12/99 6:16p Dave
131 * Pre-mission Squad War code is 95% done.
133 * 13 2/11/99 3:08p Dave
134 * PXO refresh button. Very preliminary squad war support.
136 * 12 1/14/99 12:48a Dave
137 * Todo list bug fixes. Made a pass at putting briefing icons back into
138 * FRED. Sort of works :(
140 * 11 1/12/99 5:45p Dave
141 * Moved weapon pipeline in multiplayer to almost exclusively client side.
142 * Very good results. Bandwidth goes down, playability goes up for crappy
143 * connections. Fixed object update problem for ship subsystems.
145 * 10 12/14/98 12:13p Dave
146 * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
149 * 9 12/03/98 5:22p Dave
150 * Ported over Freespace 1 multiplayer ships.tbl and weapons.tbl
153 * 8 11/19/98 4:19p Dave
154 * Put IPX sockets back in psnet. Consolidated all multiplayer config
157 * 7 11/19/98 8:03a Dave
158 * Full support for D3-style reliable sockets. Revamped packet lag/loss
159 * system, made it receiver side and at the lowest possible level.
161 * 6 11/17/98 11:12a Dave
162 * Removed player identification by address. Now assign explicit id #'s.
164 * 5 11/12/98 12:13a Dave
165 * Tidied code up for multiplayer test. Put in network support for flak
176 #include "multiutil.h"
177 #include "multimsgs.h"
179 #include "linklist.h"
185 #include "missionload.h"
186 #include "missionparse.h"
187 #include "missionshipchoice.h"
188 #include "gamesequence.h"
189 #include "freespace.h"
194 #include "stand_gui.h"
195 #include "multi_xfer.h"
198 #include "multilag.h"
199 #include "multiutil.h"
200 #include "multi_ingame.h"
205 #include "multiteamselect.h"
206 #include "multi_data.h"
207 #include "multi_kick.h"
208 #include "multi_campaign.h"
209 #include "multi_voice.h"
210 #include "multi_team.h"
211 #include "multi_respawn.h"
212 #include "multi_pmsg.h"
213 #include "multi_endgame.h"
214 #include "missiondebrief.h"
215 #include "multi_pause.h"
216 #include "multi_obj.h"
217 #include "missiongoals.h"
218 #include "multi_log.h"
219 #include "multi_rate.h"
220 #include "hudescort.h"
221 #include "alphacolors.h"
223 // ----------------------------------------------------------------------------------------
224 // Basic module scope defines
229 // #define NETGAME_SEND_TIME 1000 // time between sending netgame update packets
230 // #define STATE_SEND_TIME 1000 // time between sending netplayer state packets
231 // #define GAMEINFO_SEND_TIME 3000 // time between sending game information packets
232 // #define PING_SEND_TIME 2000 // time between player pings
233 // #define INGAME_UPDATE_TIME 1000 // time limit between ingame join operations
234 #define NETGAME_SEND_TIME 2 // time between sending netgame update packets
235 #define STATE_SEND_TIME 2 // time between sending netplayer state packets
236 #define GAMEINFO_SEND_TIME 3 // time between sending game information packets
237 #define PING_SEND_TIME 2 // time between player pings
238 #define BYTES_SENT_TIME 5 // every five seconds
241 #define CULL_ZOMBIE_TIME 1000 // zombies are checked for at this interval (in milliseconds)
243 // object update stuff
244 #define SEND_POS_INTERVAL 30 // min time in milliseconds between sending position updates
246 // local network buffer stuff
247 #define MAX_NET_BUFFER (1024 * 16) // define and variable declaration for our local tcp buffer
248 #define NUM_REENTRANT_LEVELS 3
250 // time (in fixed seconds) to put up dialog about no contect from server
251 #define MULTI_SERVER_MAX_TIMEOUT (F1_0 * 4) // after this number of milliseoncds, stop client simulation
252 #define MULTI_SERVER_MAX_TIMEOUT_LARGE (F1_0 * 40) // done anytime not in mission
253 #define MULTI_SERVER_WAIT_TIME (F1_0 * 60) // wait 60 seconds to reconnect with the server
254 #define MULTI_SERVER_GONE 1
255 #define MULTI_SERVER_ALIVE 2
257 #define DISCONNECT_TIMEOUT (F1_0 * 10) // 10 seconds to timeout someone who cannot connnect
259 // define for when to show "slow network" icon
260 #define MULTI_SERVER_SLOW_PING_TIME 700 // when average ping time to server reaches this -- display hud icon
262 // update times for clients ships based on object update level
263 #define MULTI_CLIENT_UPDATE_TIME 333
265 int Multi_display_netinfo = 1;
267 // ----------------------------------------------------------------------------------------
273 net_player Net_players[MAX_PLAYERS]; // array of all netplayers in the game
274 net_player *Net_player; // pointer to console's net_player entry
276 // network object management
277 ushort Next_ship_signature; // next permanent network signature to assign to an object
278 ushort Next_asteroid_signature; // next signature for an asteroid
279 ushort Next_non_perm_signature; // next non-permanent network signature to assign to an object
280 ushort Next_debris_signature; // next debris signature
283 netgame_info Netgame; // netgame information
284 int Multi_mission_loaded = 0; // flag, so that we dont' load the mission more than once client side
285 int Ingame_join_net_signature = -1; // signature for the player obj for use when joining ingame
286 int Multi_button_info_ok = 0; // flag saying it is ok to apply critical button info on a client machine
287 int Multi_button_info_id = 0; // identifier of the stored button info to be applying
289 // low level networking vars
290 int ADDRESS_LENGTH; // will be 6 for IPX, 4 for IP
291 int PORT_LENGTH; // will be 2 for IPX, 2 for IP
292 int HEADER_LENGTH; // 1 byte (packet type)
295 active_game* Active_game_head; // linked list of active games displayed on Join screen
296 int Active_game_count; // for interface screens as well
297 CFILE* Multi_chat_stream; // for streaming multiplayer chat strings to a file
298 int Multi_has_cd = 0; // if this machine has a cd or not (call multi_common_verify_cd() to set this)
299 int Multi_connection_speed; // connection speed of this machine.
300 int Multi_num_players_at_start = 0; // the # of players present (kept track of only on the server) at the very start of the mission
301 short Multi_id_num = 0; // for assigning player id #'s
303 // permanent server list
304 server_item* Game_server_head; // list of permanent game servers to be querying
307 int Netgame_send_time = -1; // timestamp used to send netgame info to players before misison starts
308 int State_send_time = -1; // timestamp used to send state information to the host before a mission starts
309 int Gameinfo_send_time = -1; // timestamp used by master to send game information to clients
310 int Next_ping_time = -1; // when we should next ping all
311 int Multi_server_check_count = 0; // var to keep track of reentrancy when checking server status
312 int Next_bytes_time = -1; // bytes sent
314 // how often each player gets updated
315 int Multi_client_update_times[MAX_PLAYERS]; // client update packet timestamp
317 // local network buffer data
318 LOCAL ubyte net_buffer[NUM_REENTRANT_LEVELS][MAX_NET_BUFFER];
319 LOCAL ubyte Multi_read_count;
321 int Multi_restr_query_timestamp = -1;
322 join_request Multi_restr_join_request;
323 net_addr Multi_restr_addr;
324 int Multi_join_restr_mode = -1;
326 LOCAL fix Multi_server_wait_start; // variable to hold start time when waiting to reestablish with server
328 // non API master tracker vars
329 char Multi_tracker_login[100] = "";
330 char Multi_tracker_passwd[100] = "";
331 char Multi_tracker_squad_name[100] = "";
332 int Multi_tracker_id = -1;
333 char Multi_tracker_id_string[255];
335 // current file checksum
336 ushort Multi_current_file_checksum = 0;
337 int Multi_current_file_length = -1;
340 // -------------------------------------------------------------------------------------------------
341 // multi_init() is called only once, at game start-up. Get player address + port, initialize the
342 // network players list.
350 // read in config file
351 multi_options_read_config();
353 Assert( Net_player == NULL );
356 // clear out all netplayers
357 memset(Net_players, 0, sizeof(net_player) * MAX_PLAYERS);
358 for(idx=0; idx<MAX_PLAYERS; idx++){
359 Net_players[idx].reliable_socket = INVALID_SOCKET;
362 // initialize the local netplayer
363 Net_player = &Net_players[0];
364 Net_player->tracker_player_id = Multi_tracker_id;
365 Net_player->player = Player;
366 Net_player->flags = 0;
367 Net_player->s_info.xfer_handle = -1;
368 Net_player->player_id = multi_get_new_id();
369 Net_player->client_cinfo_seq = 0;
370 Net_player->client_server_seq = 0;
372 // get our connection speed
373 Multi_connection_speed = multi_get_connection_speed();
375 // initialize other stuff
378 // load up common multiplayer icons
379 multi_load_common_icons();
382 // this is an important function which re-initializes any variables required in multiplayer games.
383 // Always make sure globals you add are re-initialized here !!!!
384 void multi_vars_init()
386 // initialize this variable right away. Used in game_level_init for init'ing the player
387 Next_ship_signature = SHIP_SIG_MIN;
388 Next_asteroid_signature = ASTEROID_SIG_MIN;
389 Next_non_perm_signature = NPERM_SIG_MIN;
390 Next_debris_signature = DEBRIS_SIG_MIN;
392 // server-client critical stuff
393 Multi_button_info_ok = 0;
394 Multi_button_info_id = 0;
397 Ingame_join_net_signature = -1;
400 Netgame.game_state = NETGAME_STATE_FORMING;
406 Multi_mission_loaded = 0; // client side
408 // restricted game stuff
409 Multi_restr_query_timestamp = -1;
412 Multi_server_check_count = 0;
414 // reentrant variable
415 Multi_read_count = 0;
417 // unset the "have cd" var
418 // NOTE: we unset this here because we are going to be calling multi_common_verify_cd()
419 // immediately after this (in multi_level_init() to re-check the status)
422 // current file checksum
423 Multi_current_file_checksum = 0;
424 Multi_current_file_length = -1;
426 Active_game_head = NULL;
427 Game_server_head = NULL;
429 // only the server should ever care about this
433 // -------------------------------------------------------------------------------------------------
434 // multi_level_init() is called whenever the player starts a multiplayer game
438 void multi_level_init()
443 ml_string(NOX("multi_level_init()"));
445 // initialize the Net_players array
446 for(idx=0;idx<MAX_PLAYERS;idx++) {
447 // close all sockets down just for good measure
448 psnet_rel_close_socket(&Net_players[idx].reliable_socket);
450 memset(&Net_players[idx],0,sizeof(net_player));
451 Net_players[idx].reliable_socket = INVALID_SOCKET;
453 Net_players[idx].s_info.xfer_handle = -1;
454 Net_players[idx].p_info.team = 0;
457 // initialize the Players array
458 for(idx=0;idx<MAX_PLAYERS;idx++){
459 if(Player == &Players[idx]){
462 memset(&Players[idx],0,sizeof(player));
467 // initialize the fake lag/loss system
472 // initialize the kick system
475 // initialize all file xfer stuff
476 multi_xfer_init(multi_file_xfer_notify);
478 // close the chatbox (if one exists)
481 // reset the data xfer system
484 // initialize the voice system
487 // intialize the pause system
490 // initialize endgame stuff
491 multi_endgame_init();
493 // initialize respawning
494 multi_respawn_init();
496 // initialize all netgame timestamps
497 multi_reset_timestamps();
499 // flush psnet sockets
503 // multi_check_listen() calls low level psnet routine to see if we have a connection from a client we
505 void multi_check_listen()
509 PSNET_SOCKET_RELIABLE sock = INVALID_SOCKET;
511 // call psnet routine which calls select to see if we need to check for a connect from a client
512 // by passing addr, we are telling check_for_listen to do the accept and return who it was from in
514 sock = psnet_rel_check_for_listen(&addr);
515 if ( sock != INVALID_SOCKET ) {
516 // be sure that my address and the server address are set correctly.
517 if ( !psnet_same(&Psnet_my_addr, &Net_player->p_info.addr) ){
518 Net_player->p_info.addr = Psnet_my_addr;
521 if ( !psnet_same(&Psnet_my_addr, &(Netgame.server_addr)) ){
522 Netgame.server_addr = Psnet_my_addr;
525 // the connection was accepted in check_for_listen. Find the netplayer whose address we connected
526 // with and assign the socket descriptor
527 for (i = 0; i < MAX_PLAYERS; i++ ) {
528 if ( (Net_players[i].flags & NETINFO_FLAG_CONNECTED) && (!memcmp(&(addr.addr), &(Net_players[i].p_info.addr.addr), 6)) ) {
529 // mark this flag so we know he's "fully" connected
530 Net_players[i].flags |= NETINFO_FLAG_RELIABLE_CONNECTED;
531 Net_players[i].reliable_socket = sock;
533 // send player information to the joiner
534 send_accept_player_data( &Net_players[i], (Net_players[i].flags & NETINFO_FLAG_INGAME_JOIN)?1:0 );
536 // send a netgame update so the new client has all the necessary settings
537 send_netgame_update_packet();
539 // if this is a team vs. team game, send an update
540 if(Netgame.type_flags & NG_TYPE_TEAM){
541 multi_team_send_update();
545 ml_printf(NOX("Accepted TCP connection from %s"), Net_players[i].player == NULL ? NOX("Unknown") : Net_players[i].player->callsign);
550 // if we didn't find a player, close the socket
551 if ( i == MAX_PLAYERS ) {
552 nprintf(("Network", "Got accept on my listen socket, but unknown player. Closing socket.\n"));
553 psnet_rel_close_socket(&sock);
558 // returns true is server hasn't been heard from in N seconds. false otherwise
559 int multi_client_server_dead()
561 fix this_time, last_time, max;
563 // get the last time we have heard from the server. If greater than some default, then maybe
564 // display some icon on the HUD indicating slow network connection. if greater than some higher
565 // max, stop simulating on the client side until we hear from the server again.
566 this_time = timer_get_fixed_seconds();
567 last_time = Netgame.server->last_heard_time;
568 // check for wrap! must return 0
569 if ( last_time > this_time )
572 this_time -= last_time;
574 // if in mission, use the smaller timeout value. Outside of mission, use a large one.
575 if ( MULTI_IN_MISSION ){
576 max = MULTI_SERVER_MAX_TIMEOUT;
578 max = MULTI_SERVER_MAX_TIMEOUT_LARGE;
581 if ( this_time > max){
588 void multi_process_incoming(); // prototype for function later in this module
590 // function to process network data in hopes of getting info back from server
591 int multi_client_wait_on_server()
595 is_dead = multi_client_server_dead();
597 // if the server is back alive, tell our popup
599 return MULTI_SERVER_ALIVE;
602 // on release version -- keep popup active for 60 seconds, then bail
604 fix this_time = timer_get_fixed_seconds();
605 // if the timer wrapped:
606 if ( this_time < Multi_server_wait_start ) {
607 Multi_server_wait_start = timer_get_fixed_seconds();
610 // check to see if timeout expired
611 this_time -= Multi_server_wait_start;
612 if ( this_time > MULTI_SERVER_WAIT_TIME ){
613 return MULTI_SERVER_GONE;
620 // function called by multiplayer clients to stop simulating when they have not heard from the server
622 void multi_client_check_server()
626 Assert( MULTIPLAYER_CLIENT );
628 // this function can get called while in the popup code below. So we include this check as a
630 if ( Multi_server_check_count )
633 // make sure we have a valid server
634 if(Netgame.server == NULL){
638 Multi_server_check_count++;
639 if(multi_client_server_dead()){
640 Netgame.flags |= NG_FLAG_SERVER_LOST;
642 Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
645 if(Netgame.flags & NG_FLAG_SERVER_LOST) {
646 if(!(Game_mode & GM_IN_MISSION) && !popup_active()){
647 // need to start a popup
648 Multi_server_wait_start = timer_get_fixed_seconds();
649 rval = popup_till_condition( multi_client_wait_on_server, XSTR("Cancel",641), XSTR("Contact lost with server. Stopping simulation until contact reestablished. Press Cancel to exit game.",642) );
651 if ( !rval || (rval == MULTI_SERVER_GONE) ) {
652 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
654 Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
658 Multi_server_check_count--;
662 // -------------------------------------------------------------------------------------------------
663 // process_packet_normal() will determine what sort of packet it is, and send it to the appropriate spot.
664 // Prelimiary verification of the magic number and checksum are done here.
667 void process_packet_normal(ubyte* data, header *header_info)
672 process_join_packet(data, header_info);
676 process_game_chat_packet( data, header_info );
679 case NOTIFY_NEW_PLAYER:
680 process_new_player_packet(data, header_info);
684 process_hud_message(data, header_info);
687 case MISSION_MESSAGE:
688 process_mission_message_packet( data, header_info );
692 process_leave_game_packet(data, header_info);
696 process_game_query(data, header_info);
700 process_game_active_packet(data, header_info);
704 process_game_info_packet( data, header_info );
707 case SECONDARY_FIRED_AI:
708 process_secondary_fired_packet(data, header_info, 0);
711 case SECONDARY_FIRED_PLR:
712 process_secondary_fired_packet(data, header_info, 1);
715 case COUNTERMEASURE_FIRED:
716 process_countermeasure_fired_packet( data, header_info );
719 case FIRE_TURRET_WEAPON:
720 process_turret_fired_packet( data, header_info );
724 process_netgame_update_packet( data, header_info );
727 case UPDATE_DESCRIPT:
728 process_netgame_descript_packet( data, header_info );
731 case NETPLAYER_UPDATE:
732 process_netplayer_update_packet( data, header_info );
736 process_accept_packet(data, header_info);
740 multi_oo_process_update(data, header_info);
744 process_ship_kill_packet( data, header_info );
748 process_wing_create_packet( data, header_info );
752 process_ship_create_packet( data, header_info );
756 process_ship_depart_packet( data, header_info );
759 case MISSION_LOG_ENTRY:
760 process_mission_log_packet( data, header_info );
764 process_ping_packet(data, header_info);
768 process_pong_packet(data, header_info);
772 Assert(header_info->id >= 0);
774 PSNET_SOCKET_RELIABLE sock;
775 sock = INVALID_SOCKET;
777 // if I'm the server of the game, find out who this came from
778 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
779 np_index = find_player_id(header_info->id);
781 sock = Net_players[np_index].reliable_socket;
784 // otherwise always use my own socket
785 else if(Net_player != NULL){
786 sock = Net_player->reliable_socket;
789 header_info->bytes_processed = multi_xfer_process_packet(data + HEADER_LENGTH, sock) + HEADER_LENGTH;
792 case MISSION_REQUEST:
793 process_mission_request_packet(data,header_info);
797 process_mission_item_packet(data,header_info);
800 case MULTI_PAUSE_REQUEST:
801 process_multi_pause_packet(data, header_info);
805 process_ingame_nak(data, header_info);
808 case SHIPS_INGAME_PACKET:
809 process_ingame_ships_packet(data, header_info);
812 case WINGS_INGAME_PACKET:
813 process_ingame_wings_packet(data, header_info);
817 process_endgame_packet(data, header_info);
820 case OBSERVER_UPDATE:
821 process_observer_update_packet(data, header_info);
824 case NETPLAYER_SLOTS_P:
825 process_netplayer_slot_packet(data, header_info);
828 case SHIP_STATUS_CHANGE:
829 process_ship_status_packet(data, header_info);
832 case PLAYER_ORDER_PACKET:
833 process_player_order_packet(data, header_info);
836 case INGAME_SHIP_UPDATE:
837 process_ingame_ship_update_packet(data, header_info);
840 case INGAME_SHIP_REQUEST:
841 process_ingame_ship_request_packet(data, header_info);
845 process_file_sig_packet(data, header_info);
849 multi_respawn_process_packet(data,header_info);
852 case SUBSYSTEM_DESTROYED:
853 process_subsystem_destroyed_packet( data, header_info );
856 case LOAD_MISSION_NOW :
857 process_netplayer_load_packet(data, header_info);
860 case FILE_SIG_REQUEST :
861 process_file_sig_request(data, header_info);
865 process_jump_into_mission_packet(data, header_info);
868 case CLIENT_REPAIR_INFO:
869 process_repair_info_packet(data,header_info);
872 case MISSION_SYNC_DATA:
873 process_mission_sync_packet(data,header_info);
876 case STORE_MISSION_STATS:
877 process_store_stats_packet(data, header_info);
881 process_debris_update_packet(data, header_info);
884 case SHIP_WSTATE_CHANGE:
885 process_ship_weapon_change( data, header_info );
888 case WSS_UPDATE_PACKET:
889 process_wss_update_packet(data, header_info);
892 case WSS_REQUEST_PACKET:
893 process_wss_request_packet( data, header_info );
897 process_firing_info_packet( data, header_info );
901 process_cargo_revealed_packet( data, header_info);
904 case SUBSYS_CARGO_REVEALED:
905 process_subsystem_cargo_revealed_packet( data, header_info);
908 case MISSION_GOAL_INFO:
909 process_mission_goal_info_packet(data, header_info);
913 process_player_kick_packet(data, header_info);
916 case PLAYER_SETTINGS:
917 process_player_settings_packet(data, header_info);
921 process_deny_packet(data, header_info);
925 process_post_sync_data_packet(data, header_info);
929 process_wss_slots_data_packet(data,header_info);
932 case SHIELD_EXPLOSION:
933 process_shield_explosion_packet( data, header_info );
937 process_player_stats_block_packet(data, header_info);
941 process_pslot_update_packet(data,header_info);
945 process_ai_info_update_packet( data, header_info );
948 case CAMPAIGN_UPDATE :
949 multi_campaign_process_update(data,header_info);
952 case CAMPAIGN_UPDATE_INGAME:
953 multi_campaign_process_ingame_start(data,header_info);
957 multi_voice_process_packet(data,header_info);
961 multi_team_process_packet(data,header_info);
965 process_asteroid_info(data, header_info);
968 case HOST_RESTR_QUERY:
969 process_host_restr_packet(data, header_info);
973 multi_options_process_packet(data,header_info);
976 case SQUADMSG_PLAYER:
977 multi_msg_process_squadmsg_packet(data,header_info);
980 case NETGAME_END_ERROR:
981 process_netgame_end_error_packet(data,header_info);
984 case COUNTERMEASURE_SUCCESS:
985 process_countermeasure_success_packet( data, header_info );
989 process_client_update_packet(data, header_info);
993 process_countdown_packet(data, header_info);
997 process_debrief_info( data, header_info );
1000 case ACCEPT_PLAYER_DATA:
1001 process_accept_player_data( data, header_info );
1004 case HOMING_WEAPON_UPDATE:
1005 process_homing_weapon_info( data, header_info );
1009 process_emp_effect(data, header_info);
1012 case REINFORCEMENT_AVAIL:
1013 process_reinforcement_avail( data, header_info );
1017 process_change_iff_packet(data, header_info);
1020 case PRIMARY_FIRED_NEW:
1021 process_NEW_primary_fired_packet(data, header_info);
1024 case COUNTERMEASURE_NEW:
1025 process_NEW_countermeasure_fired_packet(data, header_info);
1029 process_beam_fired_packet(data, header_info);
1033 process_sw_query_packet(data, header_info);
1037 process_event_update_packet(data, header_info);
1040 case OBJECT_UPDATE_NEW:
1041 multi_oo_process_update(data, header_info);
1045 process_weapon_detonate_packet(data, header_info);
1049 process_flak_fired_packet(data, header_info);
1052 case NETPLAYER_PAIN:
1053 process_player_pain_packet(data, header_info);
1056 case LIGHTNING_PACKET:
1057 process_lightning_packet(data, header_info);
1061 process_bytes_recvd_packet(data, header_info);
1065 process_host_captain_change_packet(data, header_info);
1069 process_self_destruct_packet(data, header_info);
1073 nprintf(("Network", "Received packet with unknown type %d\n", data[0] ));
1074 header_info->bytes_processed = 10000;
1082 // Takes a bunch of messages, check them for validity,
1083 // and pass them to multi_process_data.
1084 // --------------------^
1085 // this should be process_packet() I think, or with the new code
1086 // process_tracker_packet() as defined in MultiTracker.[h,cpp]
1087 void multi_process_bigdata(ubyte *data, int len, net_addr *from_addr, int reliable)
1089 int type, bytes_processed;
1094 // the only packets we will process from an unknown player are GAME_QUERY, GAME_INFO, JOIN, PING, PONG, ACCEPT, and GAME_ACTIVE packets
1095 player_num = find_player(from_addr);
1097 // find the player who sent the message and mark the last_heard time for this player
1098 // check to see if netplayer is null (it may be in cases such as getting lists of games from the tracker)
1099 if(player_num >= 0){
1100 Net_players[player_num].last_heard_time = timer_get_fixed_seconds();
1103 // store fields that were passed along in the message
1104 // store header information that was captured from the network-layer header
1105 memcpy(header_info.addr, from_addr->addr, 6);
1106 memcpy(header_info.net_id, from_addr->net_id, 4);
1107 header_info.port = from_addr->port;
1108 if(player_num >= 0){
1109 header_info.id = Net_players[player_num].player_id;
1111 header_info.id = -1;
1114 bytes_processed = 0;
1115 while( (bytes_processed >= 0) && (bytes_processed < len) ) {
1117 buf = &(data[bytes_processed]);
1121 // if its coming from an unknown source, there are only certain packets we will actually process
1122 if((player_num == -1) && !multi_is_valid_unknown_packet((ubyte)type)){
1126 if ( (type<0) || (type > MAX_TYPE_ID )) {
1127 nprintf( ("Network", "multi_process_bigdata: Invalid packet type %d!\n", type ));
1131 // perform any special processing checks here
1132 process_packet_normal(buf,&header_info);
1134 // MWA -- magic number was removed from header on 8/4/97. Replaced with bytes_processed
1135 // variable which gets stuffed whenever a packet is processed.
1136 bytes_processed += header_info.bytes_processed;
1139 // if this is not reliable data and we have a valid player
1140 if(Net_player != NULL){
1141 if(!MULTIPLAYER_MASTER && !reliable && (Game_mode & GM_IN_MISSION)){
1142 Net_player->cl_bytes_recvd += len;
1147 // process all reliable socket details
1148 void multi_process_reliable_details()
1153 // run reliable sockets
1158 // server operations
1159 if ( MULTIPLAYER_MASTER ){
1160 // listen for new reliable socket connections
1161 multi_check_listen();
1163 // check for any broken sockets and delete any players
1164 for(idx=0; idx<MAX_PLAYERS; idx++){
1165 // players who _should_ be validly connected
1166 if((idx != MY_NET_PLAYER_NUM) && MULTI_CONNECTED(Net_players[idx])){
1167 // if this guy's socket is broken or disconnected, kill him
1168 sock_status = psnet_rel_get_status(Net_players[idx].reliable_socket);
1169 if((sock_status == RNF_UNUSED) || (sock_status == RNF_BROKEN) || (sock_status == RNF_DISCONNECTED)){
1170 ml_string("Shutting down rel socket because of disconnect!");
1174 // if we're still waiting for this guy to connect on his reliable socket and he's timed out, boot him
1175 if(Net_players[idx].s_info.reliable_connect_time != -1){
1176 // if he's connected
1177 if(Net_players[idx].reliable_socket != INVALID_SOCKET){
1178 Net_players[idx].s_info.reliable_connect_time = -1;
1180 // if he's timed out
1181 else if(((time(NULL) - Net_players[idx].s_info.reliable_connect_time) > MULTI_RELIABLE_CONNECT_WAIT) && (Net_players[idx].reliable_socket == INVALID_SOCKET)){
1182 ml_string("Player timed out while connecting on reliable socket!");
1189 // clients should detect broken sockets
1191 extern unsigned int Serverconn;
1192 if(Serverconn != 0xffffffff){
1193 int status = psnet_rel_get_status(Serverconn);
1194 if(status == RNF_BROKEN){
1195 mprintf(("CLIENT SOCKET DISCONNECTED"));
1198 if(!multi_endgame_ending()){
1199 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1206 // multi_process_incoming reads incoming data off the unreliable and reliable ports and sends
1207 // the data to process_big_data
1208 void multi_process_incoming()
1211 ubyte *data, *savep;
1214 Assert( Multi_read_count < NUM_REENTRANT_LEVELS );
1215 savep = net_buffer[Multi_read_count];
1221 // get the other net players data
1222 while( (size = psnet_get(data, &from_addr))>0 ) {
1223 // ingame joiners will ignore UDP packets until they are have picked a ship and are in the mission
1224 if( (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) && (Net_player->state != NETPLAYER_STATE_INGAME_SHIP_SELECT) ){
1225 //nprintf(("Network","Tossing UDP like a good little ingame joiner...\n"));
1227 // otherwise process incoming data normally
1229 multi_process_bigdata(data, size, &from_addr, 0);
1233 // read reliable sockets for data
1237 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1238 for (idx=0;idx<MAX_PLAYERS;idx++) {
1239 if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && (Net_player != NULL) && (Net_player->player_id != Net_players[idx].player_id)){
1240 while( (size = psnet_rel_get(Net_players[idx].reliable_socket, data, MAX_NET_BUFFER)) > 0){
1241 multi_process_bigdata(data, size, &Net_players[idx].p_info.addr, 1);
1246 // if I'm not the master of the game, read reliable data from my connection with the server
1247 if((Net_player->reliable_socket != INVALID_SOCKET) && (Net_player->reliable_socket != 0)){
1248 while( (size = psnet_rel_get(Net_player->reliable_socket,data, MAX_NET_BUFFER)) > 0){
1249 multi_process_bigdata(data, size, &Netgame.server_addr, 1);
1257 // -------------------------------------------------------------------------------------------------
1258 // multi_do_frame() is called once per game loop do update all the multiplayer objects, and send
1259 // the player data to all the other net players.
1268 dc_printf("proper eye stuff on\n");
1270 dc_printf("proper eye stuff off\n");
1274 void multi_do_frame()
1276 PSNET_TOP_LAYER_PROCESS();
1278 // always set the local player eye position/orientation here so we know its valid throughout all multiplayer
1280 if((Net_player != NULL) && eye_tog){
1281 player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
1284 // send all buffered packets from the previous frame
1285 multi_io_send_buffered_packets();
1287 // datarate tracking
1288 multi_rate_process();
1290 // always process any pending endgame details
1291 multi_endgame_process();
1293 // process all reliable socket details, including :
1294 // 1.) Listening for new pending reliable connections (server)
1295 // 2.) Checking for broken sockets (server/client)
1296 // 3.) Checking for clients who haven't fully connected
1297 multi_process_reliable_details();
1299 // get the other net players data
1300 multi_process_incoming();
1302 // process object update datarate stuff (for clients and server both)
1303 multi_oo_rate_process();
1305 // clients should check when last time they heard from sever was -- if too long, then
1306 // pause the simulation so wait for it to possibly come back
1307 if ( (MULTIPLAYER_CLIENT) && (Net_player->flags & NETINFO_FLAG_CONNECTED) ){
1308 multi_client_check_server();
1311 // everybody pings all the time
1312 if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
1313 if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) ){
1314 send_netplayer_update_packet();
1318 multi_ping_send_all();
1319 Next_ping_time = time(NULL);
1322 // if I am the master, and we are not yet actually playing the mission, send off netgame
1323 // status to all other players in the game. If I am not the master of the game, and we
1324 // are not in the game, then send out my netplayer status to the host
1325 if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && !(Game_mode & GM_IN_MISSION)){
1326 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1327 if ( (Netgame_send_time < 0) || ((time(NULL) - Netgame_send_time) > NETGAME_SEND_TIME) ) {
1328 send_netgame_update_packet();
1330 Netgame_send_time = time(NULL);
1333 if ( (State_send_time < 0) || ((time(NULL) - State_send_time) > STATE_SEND_TIME) ){
1334 // observers shouldn't send an update state packet
1335 if ( !(Net_player->flags & NETINFO_FLAG_OBSERVER) ){
1336 send_netplayer_update_packet();
1339 State_send_time = time(NULL);
1343 else if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && (Game_mode & GM_IN_MISSION) ) {
1344 // if I am connected and am in the mission, do things that need to be done on a regular basis
1345 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1346 if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME)){
1347 send_game_info_packet();
1349 Gameinfo_send_time = time(NULL);
1352 // for any potential respawns
1353 multi_respawn_handle_invul_players();
1354 multi_respawn_check_ai();
1356 // for any potential ingame joiners
1357 multi_handle_ingame_joiners();
1359 // the clients need to do some processing of stuff as well
1363 // check to see if we're waiting on confirmation for a restricted ingame join
1364 if(Multi_restr_query_timestamp != -1){
1365 // if it has elapsed, unset the ingame join flag
1366 if(timestamp_elapsed(Multi_restr_query_timestamp)){
1367 Multi_restr_query_timestamp = -1;
1368 Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
1372 // while in the mission, send my PlayerControls to the host so that he can process
1374 if ( Game_mode & GM_IN_MISSION ) {
1376 extern void oo_update_time();
1380 if ( !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1381 if(Net_player->flags & NETINFO_FLAG_OBSERVER){
1382 // if the rate limiting system says its ok
1383 if(multi_oo_cirate_can_send()){
1384 // send my observer position/object update
1385 send_observer_update_packet();
1387 } else if ( !(Player_ship->flags & SF_DEPARTING ) ){
1388 // if the rate limiting system says its ok
1389 if(multi_oo_cirate_can_send()){
1390 // use the new method
1391 multi_oo_send_control_info();
1395 // bytes received info
1396 if( (Next_bytes_time < 0) || ((time(NULL) - Next_bytes_time) > BYTES_SENT_TIME) ){
1397 if(Net_player != NULL){
1398 send_bytes_recvd_packet(Net_player);
1400 // reset bytes recvd
1401 Net_player->cl_bytes_recvd = 0;
1405 Next_bytes_time = time(NULL);
1408 // sending new objects from here is dependent on having objects only created after
1409 // the game is done moving the objects. I think that I can enforce this.
1412 // evaluate whether the time limit has been reached or max kills has been reached
1413 // Commented out by Sandeep 4/12/98, was causing problems with testing.
1414 if( ((f2fl(Netgame.options.mission_time_limit) > 0.0f) && (Missiontime > Netgame.options.mission_time_limit)) ||
1415 multi_kill_limit_reached() ) {
1417 // make sure we don't do this more than once
1418 if(Netgame.game_state == NETGAME_STATE_IN_MISSION){
1419 multi_handle_end_mission_request();
1425 // periodically send a client update packet to all clients
1426 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1428 for(idx=0;idx<MAX_PLAYERS;idx++){
1429 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1430 if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
1432 send_client_update_packet(&Net_players[idx]);
1434 Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
1440 // process any kicked player details
1441 multi_kick_process();
1443 // do any file xfer details
1446 // process any player data details (wav files, pilot pics, etc)
1449 // do any voice details
1450 multi_voice_process();
1452 // process any player messaging details
1453 multi_msg_process();
1455 // if on the standalone, do any gui stuff
1456 if(Game_mode & GM_STANDALONE_SERVER){
1460 // dogfight nonstandalone players should recalc the escort list every frame
1461 if(!(Game_mode & GM_STANDALONE_SERVER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && MULTI_IN_MISSION){
1462 hud_setup_escort_list(0);
1466 // -------------------------------------------------------------------------------------------------
1467 // multi_pause_do_frame() is called once per game loop do update all the multiplayer objects, and send
1468 // the player data to all the other net players when the multiplayer game is paused. It only will do
1469 // checking for a few specialized packets (MULTI_UNPAUSE, etc)
1472 void multi_pause_do_frame()
1474 PSNET_TOP_LAYER_PROCESS();
1476 // always set the local player eye position/orientation here so we know its valid throughout all multiplayer
1478 // if((Net_player != NULL) && eye_tog){
1479 // player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
1482 // send all buffered packets from the previous frame
1483 multi_io_send_buffered_packets();
1485 // always process any pending endgame details
1486 multi_endgame_process();
1488 // process all reliable socket details, including :
1489 // 1.) Listening for new pending reliable connections (server)
1490 // 2.) Checking for broken sockets (server/client)
1491 // 3.) Checking for clients who haven't fully connected
1492 multi_process_reliable_details();
1494 // these timestamps and handlers shoul be evaluated in the pause state
1495 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1496 if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME) ){
1497 send_game_info_packet();
1499 Gameinfo_send_time = time(NULL);
1503 // everybody pings all the time
1504 if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
1505 multi_ping_send_all();
1507 Next_ping_time = time(NULL);
1510 // periodically send a client update packet to all clients
1511 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1514 for(idx=0;idx<MAX_PLAYERS;idx++){
1515 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1516 if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
1518 send_client_update_packet(&Net_players[idx]);
1520 Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
1525 // for any potential ingame joiners
1526 multi_handle_ingame_joiners();
1529 // do any file xfer details
1532 // process any player data details (wav files, pilot pics, etc)
1535 // get the other net players data
1536 multi_process_incoming();
1538 // do any voice details
1539 multi_voice_process();
1541 // process any player messaging details
1542 multi_msg_process();
1544 // process any kicked player details
1545 multi_kick_process();
1547 // process any pending endgame details
1548 multi_endgame_process();
1550 // process object update stuff (for clients and server both)
1551 if(MULTIPLAYER_MASTER){
1555 // if on the standalone, do any gui stuff
1556 if(Game_mode & GM_STANDALONE_SERVER){
1562 // --------------------------------------------------------------------------------
1563 // standalone_main_init() the standalone equivalent of the main menu
1566 extern int sock_inited;
1567 float frame_time = (float)1.0/(float)30.0;
1569 void standalone_main_init()
1571 std_debug_set_standalone_state_string("Main Init");
1573 Game_mode = (GM_STANDALONE_SERVER | GM_MULTIPLAYER);
1576 ml_string(NOX("Standalone server initializing"));
1578 // read in config file
1579 // multi_options_read_config();
1581 // if we failed to startup on our desired protocol, fail
1582 if((Multi_options_g.protocol == NET_IPX) && !Ipx_active){
1583 MessageBox((HWND)os_get_window(), XSTR( "You have selected IPX for multiplayer Freespace, but the IPX protocol was not detected on your machine.", 1402), "Error", MB_OK);
1586 if((Multi_options_g.protocol == NET_TCP) && !Tcp_active){
1587 MessageBox((HWND)os_get_window(), XSTR("You have selected TCP/IP for multiplayer Freespace, but the TCP/IP protocol was not detected on your machine.", 362), "Error", MB_OK);
1592 #ifdef MULTIPLAYER_BETA_BUILD
1593 Multi_options_g.protocol = NET_TCP;
1594 psnet_use_protocol(Multi_options_g.protocol);
1596 ADDRESS_LENGTH = IP_ADDRESS_LENGTH;
1597 PORT_LENGTH = IP_PORT_LENGTH;
1599 psnet_use_protocol(Multi_options_g.protocol);
1600 switch (Multi_options_g.protocol) {
1602 ADDRESS_LENGTH = IPX_ADDRESS_LENGTH;
1603 PORT_LENGTH = IPX_PORT_LENGTH;
1607 ADDRESS_LENGTH = IP_ADDRESS_LENGTH;
1608 PORT_LENGTH = IP_PORT_LENGTH;
1618 // clear out the Netgame structure and start filling in the values
1619 // NOTE : these values are not incredibly important since they will be overwritten by the host when he joins
1620 memset( &Netgame, 0, sizeof(Netgame) );
1621 Netgame.game_state = NETGAME_STATE_FORMING; // game is currently starting up
1622 Netgame.security = 0;
1623 Netgame.server_addr = Psnet_my_addr;
1625 memset(&The_mission,0,sizeof(The_mission));
1627 // reinitialize all systems
1630 // intialize endgame stuff
1631 multi_endgame_init();
1633 // clear the file xfer system
1635 multi_xfer_force_dir(CF_TYPE_MULTI_CACHE);
1640 // setup the netplayer for the standalone
1641 Net_player = &Net_players[0];
1642 Net_player->tracker_player_id = -1;
1643 Net_player->flags |= (NETINFO_FLAG_AM_MASTER | NETINFO_FLAG_CONNECTED | NETINFO_FLAG_DO_NETWORKING | NETINFO_FLAG_MISSION_OK);
1644 Net_player->state = NETPLAYER_STATE_WAITING;
1645 Net_player->player = Player;
1646 strcpy(Player->callsign, "server");
1647 Net_player->p_info.addr = Psnet_my_addr;
1648 Net_player->s_info.xfer_handle = -1;
1649 Net_player->player_id = multi_get_new_id();
1650 Netgame.server = Net_player;
1652 // maybe flag the game as having a hacked ships.tbl
1653 if(!Game_ships_tbl_valid){
1654 Netgame.flags |= NG_FLAG_HACKED_SHIPS_TBL;
1656 // maybe flag the game as having a hacked weapons.tbl
1657 if(!Game_weapons_tbl_valid){
1658 Netgame.flags |= NG_FLAG_HACKED_WEAPONS_TBL;
1662 if(game_hacked_data()){
1663 Net_player->flags |= NETINFO_FLAG_HAXOR;
1666 // setup debug flags
1667 Netgame.debug_flags = 0;
1669 if(!Cmdline_server_firing){
1670 Netgame.debug_flags |= NETD_FLAG_CLIENT_FIRING;
1672 if(!Cmdline_client_dodamage){
1673 Netgame.debug_flags |= NETD_FLAG_CLIENT_NODAMAGE;
1677 // setup the default game name for the standalone
1678 std_connect_set_gamename(NULL);
1680 // set netgame default options
1681 multi_options_set_netgame_defaults(&Netgame.options);
1683 // set local netplayer default options
1684 multi_options_set_local_defaults(&Net_player->p_info.options);
1686 // set our object update level from the standalone default
1687 Net_player->p_info.options.obj_update_level = Multi_options_g.std_datarate;
1688 switch(Net_player->p_info.options.obj_update_level){
1689 case OBJ_UPDATE_LOW:
1690 nprintf(("Network","STANDALONE USING LOW UPDATES\n"));
1692 case OBJ_UPDATE_MEDIUM:
1693 nprintf(("Network","STANDALONE USING MEDIUM UPDATES\n"));
1695 case OBJ_UPDATE_HIGH:
1696 nprintf(("Network","STANDALONE USING HIGH UPDATE\n"));
1698 case OBJ_UPDATE_LAN:
1699 nprintf(("Network","STANDALONE USING LAN UPDATE\n"));
1703 // clear out various things
1708 std_debug_set_standalone_state_string("Main Do");
1709 std_set_standalone_fps((float)0);
1710 std_multi_set_standalone_missiontime((float)0);
1712 // load my missions and campaigns
1713 multi_create_list_load_missions();
1714 multi_create_list_load_campaigns();
1716 // if this is a tracker game, validate missions
1717 if(MULTI_IS_TRACKER_GAME){
1718 multi_update_valid_missions();
1723 // --------------------------------------------------------------------------------
1724 // standalone_main_do()
1727 // DESCRIPTION : the standalone server will wait in this state until the host of the game
1728 // is "Waiting". That is, his state==NETPLAYER_STATE_WAITING, and he has finished
1729 // doing everything and wants to play the game. Once this happens, we will jump
1730 // into GS_STATE_MULTI_SERVER_WAIT
1732 void standalone_main_do()
1734 Sleep(10); // since nothing will really be going on here, we can afford to give some time
1735 // back to the operating system.
1737 // kind of a do-nothing spin state.
1738 // The standalone will eventually move into the GS_STATE_MULTI_MISSION_SYNC state when a host connects and
1739 // attempts to start a game
1742 // --------------------------------------------------------------------------------
1743 // standalone_main_close()
1746 void standalone_main_close()
1748 std_debug_set_standalone_state_string("Main Close");
1751 void multi_standalone_reset_all()
1756 ml_string(NOX("Standalone resetting"));
1758 // shut all game stuff down
1761 // reinitialize the gui
1762 std_reset_standalone_gui();
1764 // close down all sockets
1765 for(idx=0;idx<MAX_PLAYERS;idx++){
1767 // 6/25/98 -- MWA -- call delete_player here to remove the player. This closes down the socket
1768 // and marks the player as not connected anymore. It is probably cleaner to do this.
1769 if ( &Net_players[idx] != Net_player ) {
1770 delete_player( idx );
1774 // make sure we go to the proper state.
1775 if(gameseq_get_state() == GS_STATE_STANDALONE_MAIN){
1776 standalone_main_init();
1778 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
1781 // --------------------------------------------------------------------------------
1782 // multi_server_wait_init() do stuff like setting the status bits correctly
1785 void multi_standalone_wait_init()
1787 std_debug_set_standalone_state_string("Wait Do");
1788 std_multi_add_goals(); // fill in the goals for the mission into the tree view
1789 multi_reset_timestamps();
1791 // create the bogus standalone object
1792 multi_create_standalone_object();
1796 // --------------------------------------------------------------------------------
1797 // multi_server_wait_do_frame() wait for everyone to log in or the host to send commands
1800 // DESCRIPTION : we will be in this state once the host of the game is waiting for everyone
1801 // to be finished and ready to go, at which point, we will will tell everyone
1802 // to enter the game, and we will start simulating ourselves. Note that most of
1803 // this code is lifted from multi_wait_do_frame()
1804 void multi_standalone_wait_do()
1808 // --------------------------------------------------------------------------------
1809 // multi_server_wait_close() cleanup
1812 void multi_standalone_wait_close()
1814 std_debug_set_standalone_state_string("Wait Close / Game Play");
1816 // all players should reset sequencing
1818 for(idx=0;idx<MAX_PLAYERS;idx++){
1819 if(Net_player->flags & NETINFO_FLAG_CONNECTED){
1820 Net_players[idx].client_cinfo_seq = 0;
1821 Net_players[idx].client_server_seq = 0;
1827 // this is an artificial state which will push the standalone into the main state without it having to go through
1828 // the init function (which would disconnect everyone and generally just screw things up)
1829 // it will also eventually do tracker stats update
1830 extern int Multi_debrief_server_framecount;
1831 void multi_standalone_postgame_init()
1833 std_debug_set_standalone_state_string("Postgame / Send Stats");
1836 ml_string(NOX("Standlone entering postgame"));
1838 mission_goal_fail_incomplete();
1840 // handle campaign stuff
1841 if ( Game_mode & GM_CAMPAIGN_MODE ) {
1842 // MUST store goals and events first - may be used to evaluate next mission
1843 // store goals and events
1844 mission_campaign_store_goals_and_events();
1846 // evaluate next mission
1847 mission_campaign_eval_next_mission();
1850 // always set my state to be "DEBRIEF_ACCEPT"
1851 Net_player->state = NETPLAYER_STATE_DEBRIEF_ACCEPT;
1853 // mark stats as not being store yet
1854 Netgame.flags &= ~(NG_FLAG_STORED_MT_STATS);
1856 Multi_debrief_server_framecount = 0;
1858 // reset network timestamps
1859 multi_reset_timestamps();
1862 void multi_standalone_postgame_do()
1864 // wait until everyone is in the debriefing
1865 if((Netgame.game_state != NETGAME_STATE_DEBRIEF) && multi_netplayer_state_check(NETPLAYER_STATE_DEBRIEF, 1)){
1866 Netgame.game_state = NETGAME_STATE_DEBRIEF;
1867 send_netgame_update_packet();
1868 debrief_multi_server_stuff();
1871 // process server debriefing details
1872 if(Netgame.game_state == NETGAME_STATE_DEBRIEF){
1873 multi_debrief_server_process();
1877 void multi_standalone_postgame_close()
1881 void multi_reset_timestamps()
1885 for ( i = 0 ; i < MAX_PLAYERS; i++ ){
1886 Multi_client_update_times[i] = -1;
1888 Netgame_send_time = -1;
1889 Gameinfo_send_time = -1;
1890 Next_ping_time = -1;
1891 State_send_time = -1;
1892 Next_bytes_time = -1;
1894 chatbox_reset_timestamps();
1896 // do for all players so that ingame joiners work properly.
1897 for (i = 0; i < MAX_PLAYERS; i++ ) {
1898 Players[i].update_dumbfire_time = timestamp(0);
1899 Players[i].update_lock_time = timestamp(0);
1901 Net_players[i].s_info.voice_token_timestamp = -1;
1904 // reset standalone gui timestamps (these are not game critical, so there is not much danger)
1905 std_reset_timestamps();
1907 // initialize all object update timestamps
1908 multi_oo_gameplay_init();
1911 // netgame debug flags for debug console stuff
1912 DCF(netd, "change/list netgame debug flags")
1914 dc_get_arg(ARG_INT);
1916 // if we got an integer, and we're the server, change flags
1917 if((Dc_arg_type & ARG_INT) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Dc_arg_int <= 7)){
1918 Netgame.debug_flags ^= (1<<Dc_arg_int);
1921 // display network flags
1922 dc_printf("BITS\n");
1923 // dc_printf("1 - Client side firing (%d)\n", Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING ? 1 : 0);
1924 // dc_printf("2 - Client nodamage (%d)\n", Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE ? 1 : 0);
1927 // display any multiplayer/networking information here
1928 void multi_display_netinfo()
1930 int sx = gr_screen.max_w - 200;
1935 if(!(Game_mode & GM_MULTIPLAYER)){
1939 gr_set_color_fast(&Color_normal);
1942 if(MULTIPLAYER_MASTER){
1943 gr_string(sx, sy, "SERVER"); sy += 10;
1945 for(idx=0; idx<MAX_PLAYERS; idx++){
1946 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Net_players[idx].player != NULL)){
1947 if(Net_players[idx].sv_last_pl < 0){
1948 gr_printf(sx, sy, "%s : %d, %d pl", Net_players[idx].player->callsign, Net_players[idx].sv_bytes_sent, 0); sy += 10;
1950 gr_printf(sx, sy, "%s : %d, %d pl", Net_players[idx].player->callsign, Net_players[idx].sv_bytes_sent, Net_players[idx].sv_last_pl); sy += 10;
1955 gr_string(sx, sy, "CLIENT"); sy += 10;
1958 if(Net_player != NULL){
1959 if(Net_player->cl_last_pl < 0){
1960 gr_printf(sx, sy, "PL : %d %d pl\n", Net_player->cl_bytes_recvd, 0); sy += 10;
1962 gr_printf(sx, sy, "PL : %d %d pl\n", Net_player->cl_bytes_recvd, Net_player->cl_last_pl); sy += 10;